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Messages - Zammer990

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121
Going above 500 years tends to have less wars (the civs get bored or something), and many of the world's beasts will have died.
IF you're going for a small world, leg is much less of an issue than in a larger one, so when I play adventure mode I always for for small or smaller, with about 500 years, still get a good amount of vampires and night creatures, as night creatures spread and vampires almost never die in worldgen
But 125 is fine for finding loot and lots of people, less tombs though

I'd be wanting a world that's medium or larger.
Would 250 be good?
250 is probably better if you're wanting a lot of megabeasts; large worlds depopulate them quickly, so yes. Also you won't get too much history or too many people to simulate, so it'll run at a reaponable rate

122
DF Adventure Mode Discussion / Re: Killing a bronze colossus
« on: December 24, 2014, 06:55:53 pm »
Keep hitting it in the upper and lower body.  Damage accumulates now, so eventually you will lope off enough to kill it.  You may also choose to kneecap it first, but that kind of implies you can bisect it.


conversely, start a fort and make some steel weapons.
I just checked; a dwarf civ did survive worldgen, so I'm probably going to quickly embark with all the steel making equipment I need, then have my adventurer visit.

EDIT:Forged full armour and weapons, forgot I'm a human, so derp.
Still 3 shot the colossus though, got a nice statue of a puffin.

123
DF Adventure Mode Discussion / Re: Killing a bronze colossus
« on: December 24, 2014, 06:44:01 pm »
I killed one by throwing unicorns at it. Zombie unicorns.
I'll go find some unicorns and report back.
Also, pay per view event coming up Bronze Colossus vs an army of zombie unicorns
Only £65.95 per view!

EDIT:dammit, the only good area in my world is a rocky wasteland

124
DF Adventure Mode Discussion / Killing a bronze colossus
« on: December 24, 2014, 05:42:07 pm »
My current adventurer is a legendary swordsman necromancer, in a world with seemingly no steel, and only a lone colossus for megabeasts. I've had a few skirmishes, trying to kill it, but currently the best weapon I can find is an iron two handed sword. I tried throwing a hoard of zombies at it with little effect, and the most my sword can do is fracture (yellow injury).
Any suggestions on the best way of killing it, excluding making a fortress, as I;m not sure if any dwarf civs survived worldgen? Raise a large animal? throw fluffy wamblers?

125
DF Adventure Mode Discussion / Re: Vampire guide
« on: December 23, 2014, 04:29:21 pm »
Whilst we're talking about vampires is anyone else having trouble finding them in 2014? In the older versions you could just spam the quest option till they told you about a night creature but there's so much extra stuff in DF2014 that the quest log just gets full of stuff.
Walk around large cities at night, anything on the world map moving is likely to be one.

126
Going above 500 years tends to have less wars (the civs get bored or something), and many of the world's beasts will have died.
IF you're going for a small world, leg is much less of an issue than in a larger one, so when I play adventure mode I always for for small or smaller, with about 500 years, still get a good amount of vampires and night creatures, as night creatures spread and vampires almost never die in worldgen
But 125 is fine for finding loot and lots of people, less tombs though

127
DF Suggestions / Re: Archenemy/nemesis of player adventurer
« on: December 07, 2014, 03:55:41 pm »
One problem: Stab him in the throat with a knife, there goes that fun. I like idea though, just your nemisis shouldn't pursue you himself. Mercenaries, bounty hunters, hired soldiers, send those after you. One big goal would be to kill him/her.

In the idea I had, the player would be outmatched against the nemesis in direct combat to the point where attempting to fight them or stab them in the throat would likely result in the player being killed. The option would be left open to the player to try to do that but it would be extremely difficult and would feel like a huge accomplishment if achieved. This would make it unlikely that the player would just kill him and end the threat right away.

It is a good point though that the nemesis would not always have to be there himself. If enough groups of bandits attacking the player saying "Olaf Trestlefeared sent us" it would make the player want to track him down.

Also it would be cool if necromancers behaved in this manner and tracked down and attacked the player with a horde of zombies once they felt like they could be threated by the player.
The problem is, in open fights currently if you get behind an opponent it's game over, since guaranteed hit against the throat/head, and getting behind opponents happens relatively easily, through dodges.

128
DF Suggestions / Re: Weapons made by gods!
« on: December 07, 2014, 03:53:22 pm »
cut through metal/armor better
The current armour system makes anything with lower stats butter against edges, toady'd have to revamp the current lightsabre system into a more realistic representation for that to be an advantage

129
DF Suggestions / Re: Random Injury
« on: December 07, 2014, 03:28:50 pm »
You're basically suggesting "roll a d100 every tick, if it's a one one of your dorfs dies and there's NOTHING you can do about it". Realism is nice and all, but not when it significantly worsens the gameplay experience.

Small wounds would be OK, especially in avoidable situations (overcrowding and such, as others have suggested). Dwarves just randomly dying through no fault of your own isn't fun, though.

I said it should be rare to seem the die, but it still should be a thing that happens. I don't think it makes gameplay worse if your dwarves have a small chance to die of natural causes. It's no different than old age, except it won't require players to gen long histories or run forts for decades to experience.
I think aging should be in the game too, but that's a separate suggestion.

To make random accidents a feature rather than a bug, the player should have some control over the rate.  Maybe unstressed Dwarves are less accident prone (or more likely, a Goldilocks zone of moderate stress is best).  Or the player can choose shorter breaks with a concomitant increase in the chance for accidents.

Aging is in the game, it just is extremely rare in the span of a typical player fort.
Old age is much more visible in adventure mode, as bandit groups often don't take on new members, it't not uncommon for you to be accosted by 20 men, only to have all of them die on the next move of old age

130
DF Suggestions / Re: Request for a new type (or types) of stone
« on: December 06, 2014, 08:14:20 pm »
Personally, I want to see anthracite. Why is that not a thing?
I mod anthracite in most of the time, as a better fuel than bituminous coal, and to have a fuel that actually is available when you only have metamorphic rocks

The asbestos syndrome idea is similar to a mod that added blacklung, that was cool.

131
DF Dwarf Mode Discussion / Re: Trading - what is the point?
« on: December 06, 2014, 07:40:10 pm »
Trading means I don't have to set up a textiles industry ever, for the price of a bin of prepared meals

132
DF Suggestions / Re: Make throwing of bolts/arrows realistic
« on: December 06, 2014, 07:34:48 pm »
Fluffy Wamblers too, so OP.

133
DF Dwarf Mode Discussion / Re: Thought Science Thread
« on: October 29, 2014, 06:33:31 pm »
accosted by snails
The horror...

134
DF Dwarf Mode Discussion / Re: Pleasure
« on: October 29, 2014, 06:31:46 pm »
Man, I haven't gotten a chance to play the new version yet, but all this pleasure seems pleasurable...
Also, I like how the new thoughts system reads, except the spam

135
DF Suggestions / Re: [Adventure M.] Hobos asking for food/money.
« on: September 15, 2014, 04:25:33 pm »
I think the term you're looking for here is beggar. And yes, it is highly historically accurate. However, how do you decide who becomes a beggar? We already end up with dwarves who end up reaching noble positions being drunks.

Beggars shouldn't start no quarter fights, too. Perhaps muggers can be implemented, but only when an adventure mode justice system is more fleshed out (Watchmen stopping muggings, for example).
There are dwarves that aren't drunks?

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